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PB0_CEF

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  1. First campaign with the new 11.01.0 DCE Version :) Hornet over Persian Gulf : Tomcat will follow soon and files to easily make a Falcon campaign are included with instructions in Hornet Campaign Init folder. Important to know : I don't own Falcon module yet so I don't know the exact install Folder name. Please adapt files provided to the good name (I used editor name F-16C_50) We need to know if this version is bug free enough to use it to update other exixting campaigns : If you notice bugs please save the 3 files generated in Hornet over PG folder just before you ask for another mission and send them with this last mission to us ! News : - Many options are now available in Conf_Mod.lua file in Init folder so that you don't need to restart campaigns after changes in this file (see changelog below) - By default you will need US Navy Deck Equipment Mod that you will find here : https://www.digitalcombatsimulator.com/en/files/3301580/?sphrase_id=14748274, but you can disable it in the "conf_mod.lua" file in Init folder. - IA hotstart on CVN : timing will be important to study in briefing to avoid collisions. - Harpoon is now available so antiship missions are back (there may be bugs with wingmen fired Harpoons) - Damaged enemy targets can be repaired now ! You need to nearly destroy it to avoid that (< 25 % left ) - Please read How to play DCE (v11.01.0) guide here : https://forums.eagle.ru/showpost.php?p=3984603&postcount=695 Changelog : - V11.01.0 : Mod M23 Efface toutes les unités de USN DeckCrew si le joueur le souhaite / Delete all USN Deckcrew mod units without editing base mission Mod M22 Intercepteur encore plus efficace / More efficient interceptors Mod M21 non incorporé Mod M20 Ajoute les pannes aléatoires sur singlemission ONLY + ajoute les options du jeux modifiable (externalView etc..) -- tout est parametrable dans Init\conf_mod.lua -- Force vos propres options plutot que ceux de base_ini.miz, qui correspondent à ceux de CEF ^^ / Change mission options without restarting campaign -- mission_forcedOptions = -- { -- ["wakeTurbulence"] = false, -- False / true : turbulence (Ne PAS l'activer en Multijoueur, c'est injouable.../ not a good idea in MP ) -- ["labels"] = 0, -- etiquette : ( 0 : aucune étiquette ) || ( 1 : étiquette PLEINE ) || ( 2 : étiquette abrégée )|| ( 3 : étiquette Plate ) -- ["optionsView"] = "optview_onlymap", -- Vue de la Map F10: ( "optview_onlymap": QUE la MAP) || ( "optview_myaircraft":QUE mon avion) || ( "optview_allies" : Brouillard de guerre) || ( "optview_onlyallies" : Allié seulement ) || ( "optview_all" : Tout le monde ) -- ["externalViews"] = false, -- False / true : Vue externe -- ["permitCrash"] = true, -- False / true : Récupération de crash -- ["miniHUD"] = false, -- False / true : Mini HUD -- ["cockpitVisualRM"] = false, -- False / true : Mod reconnaissance Visuel dans le cockoit -- ["userMarks"] = false, -- False / true : autorise les marqueurs sur la vue MAP F10 -- ["civTraffic"] = "medium", -- Traffic civil routier : ( "" : OFF ) || ( "low" ) || ( "medium" )|| ( "high" ) -- ["birds"] = 100, -- Collision volatile (probabilité?) ( 0 à 1000 ) -- ["cockpitStatusBarAllowed"] = false, -- False / true : Barre d'état cockpit -- ["RBDAI"] = false, -- False / true : Evaluation des dommages au combat -- } Mod M19 RepairGround || probabilité de réparation des unités détruites au sol, calculé à chaque journée / Change repair options probability each day -- !!!ONLY CampaignMaker OPTION!!! Information pour CEF : Attention, pour cette modif, il faut s'assurer que dans le fichier Init\camp_triggers_init.lua Cette option existe: -- Miguel21 modification M19 : Repair SAM ["GroundUnitRepair"] = { active = true, condition = 'true', action = 'Action.GroundUnitRepair()', }, Mod M18 destroy Plane Landing CVN fait disparaitre les avions apres l'atterrissage sur CVN , pour éviter les collisions et l'occupation aléatoire des spawns possible / Landing aircrafts on CVN disappears just after landing avoiding deck collisions... Mod M17 Option F-14B (réglage à effectuer dans Init\conf_mod.lua) Ajoute les options proposés dans l'editeur de mission, entre autre: specific Tomcat options ["IlsChannel"] = 12, -- preset ILS channel ["INSAlignmentStored"] = true, -- alignement rapide (le plus important, inutile d'attendre tres longempts, en 2 mn c'est fait) ["TacanChannel"] = 38, -- preset TACAN channel TargetPointF14 = true -- transforme les points IP, Station et Target en IP, DP et ST TargetPointF14_BullsToFP = true -- assigne la position BullsEye au NavPoint FP du F-14 limiteNbF14CVN = 3 -- DCS bug avec 4 F-14 sur CVN (collision au taxiiage), mais avec 3 F-14: cela passe. Si ED debug DCS, vous pourrez ici replacer le chiffre à 4 (le maximum), sans attendre une mise à jour de DCE / Limit Tomcat numbers used in players flight to avoid collisions on deck in taxiing.3 Tomcats works. If ED bug is fixed you can use 4 Tomcats then. Mod 06b Helicoptere : corrige un bug où les helicopteres faisaient un vol stationnaire indefini / Helicopter bug fixed Mod Z02 DontPrune : donne la possibilité au CampaignMaker d'empecher "l'effacement" de certaines unités, notamment des SAM ^^ / campaign maker can prevent some important units pruning (like some SAM positions) Mod 04.b : les fréquences radio sont également copiées dans toutes les radios de tous les avions jouables en multi / Radio frequencies are duplicated in all playable planes in MP Mod 02.b : ajout des canaux TACAN + ILS du CVN dans le chapitre "Communication" CVN TACAN and ILS channels in Briefing startup_time_player : il a changé de place, vous pouvez donc le modifier avant de générer une mission sans avoir à redémarrer la campagne ( utile pour l'alignement rapide du F-14)( dans Init\conf_mod.lua) change startup time for player without restarting all the campaign... DebugA Crash de certains avions à lancement de mission : Quand 2 flights du même Package "spawnaient" en l'air, ils se percutaient. Ils sont maintenant étagés et décalés. En multijoueur, certains F18 et F14 qui devaient apparaitre bien plus tard tournaient en rond indéfiniment sur les PA / Some AI Spawn crash fixed PruneDebug04 -- PruneScript : active ou pas le prunescript -- PruneAggressiveness : comme avant -- PruneStatic = false: seul les avions static "utile" sont affiché (cad, ceux proche des waypoints, et ceux désigné "cible" par des bombardiers ENI) / keep useful static planes (near waypoints and bomber targets) -- PruneStatic = true: tous les avions statics sont supprimé, sans distinction / all static planes pruned -- ForcedPruneSam : pas encore utilisé, mais cela forcerait la suppression des SAM loin des waypoints, malgré ton label "dontprune"
  2. Please be patient. We will soon release a new DCE version where it will be possible to disable US Deckcrew mode really easily. First campaign will be Hornet over PG :)
  3. Not sure but the only way It can be done is to edit the mission you will play (first or ongoing) The main problem will be to rename CVN : the mission name is used by DCE scripts [emoji3525] Envoyé de mon iPhone en utilisant Tapatalk
  4. Well it's only static planes on CVN decks : they don't spawn well but it's not a problem : it doesn't count as losses and you don't even see them at game start :thumbup:
  5. My fault :doh: It's a LHA coordinates problem in db_airbases.lua file in Init Folder Replace LHA section by this : ['LHA_Tarawa'] = { x = -306455.09017936, y = 588136.93560714, elevation = 0, airdromeId = 832, --be careful this Id depends on units placements and is helipadID in fact ATC_frequency = "127.500", or just change X and Y coordinates for those above :( Sorry about that ...
  6. Really strange bug :( Please try this : https://www.dropbox.com/s/i0a9m00icsualgx/harrier%20over%20caucasus-11.0.7.zip?dl=0
  7. With Miguel21 we will release soon a new DCE version with some debug and improvements. I will come back to a more simple release system : One file for one campaign ! We will begin with the Hornet over PG release because it will give opportunity to fly many different kinds of missions : Intercept, Escort, Strike, SEAD, Antiship strike... We will wait for players feedback to release other campaigns with the new DCE version : -More aggressive enemy CAP -Less IA deck collisions -Repair options for Targets sites -Easier Prunescript configuration to adapt to MP -IA inflight collisions over CVN fixed -Possibility to enable aircraft random failures -New loadouts (Harpoon, GPS bombs)
  8. You can look here to find tips to play DCE last campaigns versions : https://forums.eagle.ru/showpost.php?p=3984603&postcount=695 :)
  9. Added great new Dave317 RAF Harrier over Caucasus campaign link on first page :thumbup:
  10. Don’t forget to generate a new mission with nextmission.bat file ( or firstmission.bat if it’s a new campaign) ;) Envoyé de mon iPhone en utilisant Tapatalk
  11. Use 7zip to open it then Notepad++ to open « mission.lua » file Or change base_mission.miz to base_mission.zip then you can « see » inside this folder... Don’t forget to change back base_mission.zip to base_mission.miz ;)
  12. It looks like actual Mod system is not really very satisfying : new pilots need to load and install more than one file depending of the campaign : it can be confusing ! We wanted to avoid campaign restart but it can be really limiting for campaign modifications ( different from DCE system mods) and nearly impossible for different theater campaigns ... We are studying other possible methods to allow simplier campaigns Mods with only one file to download and install for new players. Depending of Mods nature it should be possible as often as possible to keep the running campaign alive... Envoyé de mon iPhone en utilisant Tapatalk
  13. You can't change that without restarting completly the campaign with FirstMission.bat ...sorry :( It should be available in the next version (11.0.8 ) but I can't say when (hollidays ... :music_whistling:)
  14. Are you sure you have the last available Script version installed (11.0.7) ? It should solve this problem...
  15. Did you respect mission timing ? AI respect strictly timing so they take off and wait for good timing Envoyé de mon iPhone en utilisant Tapatalk
  16. I can’t see ECM pods in flight ... is it a known issue or my configuration bug ? Envoyé de mon iPhone en utilisant Tapatalk
  17. Thanks a lot for all your work :) Envoyé de mon iPhone en utilisant Tapatalk
  18. Did you restart your campaign (with firstmission.bat) ? If you want to continue your campaign you will have to change F-14A for F-14B in oob_air.lua in Status folder then select skipmission.bat. It should work... Envoyé de mon iPhone en utilisant Tapatalk
  19. DCE mission Tutorial (V11.05.09) DCE campaigns are getting more and more modded mainly with CVN operations. I’m not sure all new features have been very well explained so I decided to try to explain how to launch a DCE mission driving a Hornet or a Tomcat step by step beginning with solo missions... After choosing the campaign you want to fly you must download and install it from the first post. Verify any update (scripmods ) availability. Install it if necessary. Last available campaigns version is 11.01.0 Verify you have enabled DCE_Missionscript_Mod with JSGME or OvGME. (It is disabled after each DCS update) You can make custom configurations for your campaign using “conf_mod” file in “Init” folder : all changes made in this file doesn’t need to restart completely a campaign ! -in mission_ini section you can choose if you make a parking hotstart (engine running : its false by default ) and if you start in hot when intercept missions are selected (its true by default). Soon you will be able to select your startup timing -in skillwish section you will select AI level with -1 or +1 probability ... -in Prunescript section you will define if this script removing non essential units is active or not (by default it’s true) you can try to remove it (false) but you may have freezes. You can modify detailed script use in “DC_Prune” file in “Script” folder. -in playable_m section you will define which plane is playable in MP. New sections are available for Tomcat and playing. -If it’s you first campaign mission launch “FirstMission.bat” file you will find in the campaign folder. Select S for solo in the DOS window : DCE will try to generate a mission... wait until a list of available mission are proposed to you (sometimes only one mission is available). Select the mission you want or select random (it will select the mission randomly) or select Skip mission (It will try to generate a new mission). After you have selected one mission DCE will tell you if it’s a day or night mission. It can be a day-night or night-day mission too ( you will take off or land at night or day if you respect navigation) You can see your package content and timing. You can also see the catapult use by each aircraft to avoid collisions. This information will be available in the briefing too. Then you can accept the mission or refuse it (Skip mission) and generate another one. Confirm and close the DOS window if it doesn’t close automatically. Launch DCS, select campaign and plane type. You will see the list of all existing campaigns for this plane. If you begin a new campaign it should be inactive. If not you must select Restart. Launch the campaign and don’t forget to open Mission planner to adjust your flight waypoints and loadouts (remember AI doesn’t manage very well fuel and can’t use different Air Ground weapons types in the same mission).It's seems that openning Mission planner can cause bugs in Air to ground AI missions so it's better to avoid to do that (really frustrating for me :( ) When all is ready launch the mission. Play it and at the end of it select quit (not quit to desktop). A text and a DOS windows should appear. If not, use alt+tab to select them. If an error window appear it’s often because you forget to apply DCE_Missionscript_Mod with JSGME... Text window will show you all destructions and losses of your package and red blue forces and targets state. After reading you can close it and read it again in “debriefing” folder in campaign folder. DOS window will ask you if you accept the last mission result or not. If for any reason you don’t want to validate last mission result (test, bug, error, etc...) you can refuse it and you will have to play this mission again. Don’t forget to refuse the mission result in DCE too : click to “Close” instead of “End mission” If you accept the result you will have the choice again to play Solo or Multiplayer and a new mission will be generated... -If it’s not your first campaign mission you can choose to generate a new mission if you don’t want to play the last generated. To do that, before launching DCS, launch “SkipMission.bat” file in your campaign folder. It will be the same process than described above... If you decide to play an MP mission rather than a solo one, select m (multiplayer) in the DOS window when you generate a new campaign or mission. It will ask you the number of players for the main aircraft chosen (for Tomcat select only one if you want to play with a human RIO. Then select the main aircraft task in the list proposed Select the second type of playable planes in the list proposed (don’t take opposite side planes : it doesn’t work well) Finally select the number of players for this second type (same than above for Tomcats) DCE will try to generate a mission with all player in the same package ( blue versus red doesn’t work for now) You will see your package content and missions. Catapult timing for other planes will be given too to avoid collisions. It will tell you if it’s a day or night mission and propose you to accept or generate a new mission. After closing the DOS window if it doesn’t close by itself, you can launch DCS. In multiplayer section the host generates a new server using options he wants and selects first mission or ongoing missions depending if it’s the beginning of the campaign or a new mission... At the very end of the mission the host quits and he should see the text and the DOS windows appear. So he will be able to generate a new mission for this campaign.
  20. You need to open the new base _mission.miz : two possibilities : rename it base_mission.zip or use 7.zip utility to open it and find "mission" file. Inside it search (fonction search) for CVN-74 John C. Stennis and you will find its coordinates ;) If there are more than one CVN put a different aircraft on each so that you will find the different coordinates for each CVN :) After that if you rename it don't forget to rename it base_mission.miz !
  21. You will need to edit Base_mission.miz in init folder to move your carrier then open the mission and find the carrier (easy if there’s only one carrier or to help put a plane on take off and look at it in mission file) there will be carrier coordinates X and Y...
  22. Ok, a quick solution will be to edit the "oob_air_init.lua" file in the "Init" folder with Notepad++ and to replace these lines for Iranian's Tomcat 81 and 83 Squadrons: type = "F-14A", --aircraft type country = "Iran", --unit country livery = {"IRIAF Blue-Grey2"}, --unit livery by these lines : type = "F-14B", --aircraft type country = "Iran", --unit country livery = {"IRIAF Blue-Gray"}, --unit livery For the 82 and 84 reserve squadron only replace : type = "F-14A", --aircraft type by : type = "F-14B", --aircraft type To have the Iranian F-14B(A) skin use the beautiful Sadjad_vosoul skin that you can get here : https://www.digitalcombatsimulator.com/en/files/3304485/
  23. With DCE it's not possible to have different loadouts for the same aircraft model in different countries :( So if US Navy F-14B Tomcats are loaded with AIM-54C Iranian's F-14B will be loaded with AIM-54C too : DCE doesn't now how to do differently for now :music_whistling: That's why my IRIAF Tomcat over PG campaign is without US Navy Tomcats ;)
  24. We can, but we must accept to have exactly the same loadout than US Navy Tomcats (same Phoenix)
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